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3rd E dition, June 2004
Table of Contents
Update / Special Rules ......... ......... ......... .......... ......... ......... ......... .......... ......... .... 2
1.0 T he F irst Day: July 1 ........... ......... .......... ......... ......... ......... .......... ......... ....... 5
2.0 H err Ridge................................................................................................... 6
2.0 L ittle Round Top: July 2 ........ ......... ......... ......... .......... ......... ......... ......... ...... 7
3.0 T he Second Day: July 2......... .......... ......... ......... ......... ......... .......... ......... ...... 8
4.0 T he T hird D ay: July 3 ................................................................................ 10
5.0 T he Battle of Gettysburg ......... ......... ......... ......... .......... ......... ......... ......... .. 15
Credits ............................................................................................................ 15
R andom Events Table...................................................................................... 20
Scenario Book
#9505
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
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1.0 IntroductionThe Three Days of Gettysburg, 3rd Edition, covers the most famous
battle of the American Civil War. These Scenario Rules, and the
GBACW 4.5 Rules, supercede and supplant all rules from the
original edition.
All rules below are in addition to the GBACW Rules. If they
change the rules, such change is noted.
2.0 ComponentsA complete game of Three Days of Gettysburg contains :
1 Scenario booklet
1 Great Battles of the American Civil War Rules booklet
6 Countersheets
3 Map sheets
1 Player Aid Card (11” x 17” )
1 Union AM Sheet
1 Confederate AM Sheet
1 Union Reinforcement Schedule
1 Confederate Reinforcement Schedule
1 Gettysburg Turn Track & 2nd Disorder Card
1 Orders Chart/Terrain Effects Chart Card
1 10-sided die.
2.42 Map Scale: Each hex covers 125 yards. Terrain elevation
changes represent fairly gradual increases in height, usually about
20 feet. Where the elevation changes are more abrupt, we have so
noted.
3rd Edition Maps: For the sake of playability, minor slopes shown
in the previous map editions have been deleted. Slopes now
conform to the other games in the GBotACW series.
4.1 Commanders and Leaders4.13 Cavalry Division Leaders. The divisional cavalry leaders—
Stuart, Buford, Gregg and Kilpatrick—are each activated sepa-rately, using an Efficiency marker and their Activation Rating, if
any. There is no Cavalry Corps commander (in the game).
HISTORICAL NOTE: Alfred Pleasanton, the Union Cavalry Corps
commander, stayed at Meade’s side for the entire battle.
4.3 Artillery Leaders4.34 General Henry Hunt is the Union Artillery Commander
(formally, its Chief of Artillery). He is treated as if he were a Corps
Commander, complete with Efficiency DRM, except that he has
direct control over any/all batteries in his range. The Artillery
Reserve units usually move when the Union Artillery AM is drawn
although individual batteries from the Reserve may be attached to
infantry brigades (5.33).
4.35 The Confederates have a “corps level”- Artillery Commander
(Pendleton). The Confederate problem is that he isn’t very good and
was around mostly for “show.” At any time during the game tha
both men are on the map, the CSA Player may replace Pendleton
(Efficiency DRM of –2) with Porter Alexander (No EfficiencyDRM)—he’s already commanding the I Corps Artillery Reserve—
by undertaking an Efficiency Transfer: 2 AMs spent allows the
player to:
• Flip the Pendleton counter to his reverse side (to Alexander a
Artillery Commander).
• Flip Alexander’s I Arty Reserve counter to its “replacement” side
DESIGN NOTE: We have left out the three CSA Corps Artiller
commanders—Walton, Brown and Walker—because including them
would add nothing to the game.
4.36 Artillery AMs are provided for those groups of artillery no
attached to an infantry/cavalry command. They are used somewhadifferently than regular AM:
• They may not be used for Efficiency Transfer, either to or from
• The most Artillery AM that may be available in a single turn i
‘3’. (Treat a ‘4’ as a ‘3’).
PLAY NOTE: It is probably helpful to designate those batteries tha
will activate under an Artillery AM at the start of the turn with a
“Arty Reserve” marker.
5.2 Efficiency5.22 Example of Overall Commander Benefit: Both A.P. Hill and
Longstreet start a turn in range of Lee. Lee has a ‘1’ Initiativ Rating. He may give that 1 to increase the Corps Efficiency (as pe
the drawn CE marker), by one, of either Hill or Longstreet, not both
5.23 Exception: Cavalry Division Leaders of both sides do no
need a Chain of Command to use their Activation DRM. To tha
extent, they operate independently.
Example for the First Day, 0800 Turn: The Union Player draws
a ‘3’ Corps Efficiency Marker for Buford. As Buford may ac
independently, that means Buford gets, from the Efficiency Table
4 AM for the 0800 Turn, as he has an Activation modifier of +1. The
CSA Player draws a ‘2’ CE for Hill’s Corps (applied to Heth). Heth
has no Activation modifier, but he is not within range of his Corp
Commander. He, therefore, gets a reduced AM of ‘1.’
9.7 Reinforcements9.76 All reinforcements enter through the Staging Area listed in the
scenario. Staging areas consist of a Direct Entrance hex (the one
with the road/pike) and several Adjacent Entrance hexes.
• Units entering from the Direct Entrance hex may use any type o
Movement/ Orders they wish.
• Units entering from an Adjacent entrance hex must use Advance
or Attack Orders.
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9.8 Gettysburg Terrain9.81 The Lott’s Ridge Bridge: On Map A, across the RR cut
between 1522 and 1723, there is a bridge! This is treated like any
other bridge, with the following exceptions:
• Units may use this bridge only when moving from 1522 to 1723,
or vice versa.
• A unit—or its Extender—may not end movement in hex 1623
when using the bridge.
• If there is an enemy unit in the cut in hex 1622, 1623, or 1523, a
unit may not use the bridge. The bridge has no effect on Line of
Sight.
DESIGN NOTE: The Lott’s Ridge Bridge was only about ten yards
across; the cut is very narrow here—and incapable of holding more
than a few men at a time.
9.82 The Unfinished Railroad. Construction on the railroad
stopped when the war broke out. The unfinished railroad is treated
as a trail.
9.83 Railroad Cuts. Where railroad construction had cut through
hills, it had left gorge-like passes: cuts. Railroad cuts have the
following properties:
• No unit may enter or exit a Railroad Cut hex unless following
the path of the unfinished railroad (exception: 9.81).
• Units in a Railroad Cut hex are considered to be one elevation
level lower than the predominant elevation of the hex.
• Units in a Railroad Cut hex can only be fired at by units directly
adjacent to the hex or by units that have a straight line of sight
down the unfinished railroad line to the center of the Cut hex.
• No unit may Shock Assault into or out of a Railroad Cut hex
unless following the path of the unfinished railroad.
• Units in a Railroad Cut hex suffer a +2 if fired upon and a –2 if
conducting fire. Note that units in a Railroad Cut hex can only
fire at units that could fire on them (see 3rd bullet above).
9.84 The Sunken Road (labelled “Long Lane” on map), running
SW out of Gettysburg on Map B, is treated as a Road for movement
purposes. The road does have effects on combat, though, because
it acts like a defensive trench. The defensive benefits for fire given
on the Terrain Chart, however, do not apply if the target unit is fired
at along the length of the road. Similarly, artillery units in a Sunken
Road hex may not fire out of that hex, only along the road at targets
actually in the road.
PLAY NOTE: In essence, we’re telling you not to put artillery in the
Sunken Road.
9.85 Brooks. The map is criss-crossed with a large number of Brooks, which run through the hex, not along the hexside. These
brooks have No Effect on anything, with one exception: it costs
artillery one extra MP (+1 to the cost of the other terrain) to enter
that hex. Also, note that the game terminology for creeks and
streams often does not match the local name. Thus, Plum Run is a
stream, etc.
9.86 Gettysburg. It is very difficult to move through the town of
Gettysburg, except on the roads. The presence of buildings, fences,
and other annoying terrain, not only slows movement but possibly
disorders any unit formation cohesion. Town hexes are considered
one elevation higher than the actual ground elevation for the
purpose of LOS.
9.87 Farms. Hexes containing more than one building (other than
Town hexes) add +1 to movement costs to account for fences, etc
Farms also have minor benefits for defenders. A hex containing a
single building has no affect at all on play.
9.88 Off-map Movement. At the southern end of Map C there are
several roads/trails that allow players to move from one entry hex
to another, if they so wish. Players may use these roads/trails to
either enter as reinforcements or leave the playing area of the map
No unit may move adjacent to an enemy unit that is using an off-
map road/trail. This rule is an exception to 9.56.
10.2 Line of Sight10.23 Gettysburg Town hexes are treated as being one full leve
higher than the actual hex elevation. A town hex does not block Line
of Sight if the fire is directed straight down a street or trail.
EXAMPLE: A unit in B3617 could not fire at a unit in B3916. A uni
in B3619 could fire at a unit in B3919.
10.9 Artillery Barrage10.91 Artillery Barrage is a method of combining a large number o
cannon into one extended fire, whereas such combination is nor
mally limited to combined fire, 10.63.
10.92 A player may declare an Artillery Barrage any time he draws
an Artillery AM. Artillery AM are available only when that Com
mander (Pendelton/Alexander or Hunt) is on the map. All batteries
within the Artillery Commander’s Range—adjacency is not neces
sary if within that range—are eligible to use Barrage.
PLAY NOTE: The “exception” to 4.22 does apply here, too.
10.93 When undertaking a phase of Barrage, the batteries may:
• combine fire as the player wishes (against any one target),• fire twice in that Phase, but
• fire only at Shot/Shell Range (4+ hexes); and
• not move that Phase.
10.94 The usual Ammo Disorder dierolls on the Fire Table do no
apply to guns firing Barrage. Instead, depending on how much of
a Barrage, the barraging player must roll the die to check for each
counter firing. He adds to that DR the number of activations that
counter has fired that turn. Thus, using a 3rd Artillery AM to
Barrage will incur a +3 DRM.
• Union. A dieroll of 9 or more disorders the battery/section. It may
not fire again that turn, and must be rallied to do so later in the
game.
• CSA. A dieroll of 7 or more disorders the battery/section. It may
not fire again that turn, and must be rallied to do so later in the
game. Moreover, if the dieroll is higher than ‘9’, that battery/
section is permanently Disordered. Remove the unit from the
game.
10.95 No player may use Barrage in two consecutive turns.
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12.7 Leader Casualties EXAMPLE: General Hancock, II Corps Commander for the Union,
is killed. Flipping his counter over, you see that his replacement
would normally be General Caldwell. But Caldwell, too, is dead.
Therefore, the Union player replaces Hancock with Gibbon, 2/II,
(still using the Caldwell/Replacement side of Hancock’s counter),
and flips Gibbon to his Replacement side.
DESIGN NOTE: We have been fairly strict about whose name gets
to be used as a replacement, attempting to stick as close as possibleto seniority. We have ignored actual events, such as having General
Newton (3/VI) being placed in charge of the I Corps upon Reynolds’
death, etc. We apologize for any possible mistakes as to who would
actually succeed whom. For those Gettybsurg buffs out there who
want a bit more “authenticity,” we recommend taking a look at the
Officer Seniority List in Dave Powell’sThis Hallowed Ground (The
Gamers).
14.2 Dismounted Cavalry DESIGN NOTE: CSA cavalry does not have a dismounted status in
this game.
14.4 Berdan’s SharpshootersBerdan’s Sharpshooters (Union)—1 US SS
and 2 US SS (nominally attached to III
Corps)—are somewhat independent units.
• They have a Maximum Fire Range of 6, as
they have specially equipped Breechloaders.
Therefore, in addition to the normal capa-
bilities of the Breechloaders, their Maxi-
mum Fire Range is extended to 6 hexes,
with a DRM of –2 at that range.
• The make undertake activations with any one division (each).
However, they must choose that Division at the start of the turn,
and they use that Division’s AM to activate.
• They may Rally themselves, as per 13.4.
• If Routed they come back under the III Corps.
14.5 Major General Warren, USAMeade’s Chief of Engineers, Gouverneur Warren, played a fairly
important part in the last two days of the battle, undertaking a
variety of command decisions and using his sense of what was
happening and his initiative to do something about it. To represent
this, use the following rules (there is no Warren counter):
For any one turn starting with the first day turn of July 2, at the
conclusion of any single activation, the Union Player may interruptthe normal flow of play (i.e., activation by AM draw) and declare
a Warren Phase. He designates any one brigade as instantly acti-
vated, with all in-command units of that brigade undertaking
whatever actions the player feels necessary (and are allowed).
• This activation is in addition to what that brigade will get from his
Divisional AM.
• Nothing the unit does earns that brigade Fatigue during the
Warren Phase.
• However, no brigade may be so chosen that it will undertake 5
activations in a turn.
14.6 Major General Trimble, CSAIsaac Trimble, recently hors de combat after Chancellorsville
reported to Lee’s HQ just in time for Gettysburg. However, he had
no command. He was, essentially, a spare commander, who spen
the early part of the battle second-guessing Ewell.
Trimble may be used to replace any Corps (front side of counter) or
Division Commander (reverse side) as needed.
14.7 Conditional Cavalry ReinforcementsThe Master Reinforcement Schedule allows both players to choose
which, if any, cavalry units will participate in the July 3rd cavalry
battle which occurred to the east of the map area. This applies only
to the Campaign Game, as the historical usage of these units is
presented in the individual day scenarios.
14.71 On or before the 0900 turn of July 3rd, the CSA player mus
decide whether to withhold cavalry brigades scheduled to arrive
and/or to withdraw those that have arrived. The CSA player has four
(4) brigades from which to choose:
• Jenkins’ Brigade (arrives July 1, 1900)
• Fitz. Lee’s Brigade (arrives July 2, 1600)
• Chambliss’ Brigade (arrives July 2, 1600)
• Hampton’s Brigade (arrives July 3, 0700)
Imboden’s Brigade may not be so chosen. (See below)
With each brigade selected, one of the Confederate horse artillery
batteries (Breathed, Griffin, Hart, and/or McGregor) must accom
pany that brigade (1 battery per brigade).
14.72 Confederate cavalry withheld are simply not brought on as
reinforcements. Cavalry designated to be withdrawn must be so by
the 1200 game-turn of July 3rd. A Brigade may not be withdrawn
if any of its units (including the designated battery) is adjacent to an
enemy combat unit or cannot trace a path of hexes clear of enemy
units/ZOCs to Entry Areas 8 or 9. To withdraw simply remove the
units from the map.
14.73 During the 1300 game-turn of July 3rd, the Union player may
withhold any one or more of his Cavalry brigades (due to arrive a
1300, 1400 or 1500). With each brigade withheld, one of the
conditional horse artillery batteries must accompany that brigade (1
battery per brigade).
General G. K. Warren at the signal station on Little Round Top.
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Buford’s Brigades (Devin and Gamble), or their substitutes (see
note [c] on the Reinforcement Schedule), may not be included.
14.74 If both sides have chosen an equal number of cavalry brigades
as being withheld/withdrawn, as above, all of those units are out of
the game, and there is no further effect.
14.75 If one side withholds/withdraws more brigades than the
other, that player may, if he wishes, return, as a Reinforcement, that
number of brigades (in excess of those withdrawn by the other
player), in any turn starting with the 1700 July 3rd turn, as follows:
• The CSA player may bring his cavalry back through Entry Areas
9 or 10, with all units entering through the same area.
• The Union player may bring his cavalry back through Entry
Areas 8 or 9, with all units entering through the same area.
14.76 The player must check for any units returning, as per 14.75,
to see whether they suffered any casualties. Roll the die once,
treating the 0 as a 10. The result is the number of cavalry SPs lost
off-map. The player immediately apportions these losses among
the returning units, as he sees fit.
DESIGN NOTE: This rule recreates the off-map cavalry battle
(Low Dutch Road) that took place between 1300 and 1700 on July
3rd, as the Union cavalry stopped Stuart from flanking the Union
Army .
14.77 Imboden’s Cavalry. John D. Imboden’s 7th Cavalry, nomi-
nally attached to Stuart but somewhat used to operating on its own,
was not present at the actual battle. But they could have been. Thus,
these units are not available unless activated by a Random Event.
However, Imboden is always under Advance Orders and he cannot
change these, or have them changed.
18.0 Random Events (Optional)Players wishing to add a touch of the unexpected, may use this rule
to add the possibility of having some events (they run the gamut
from Reality to Fiction) tangentially affect play.
There is a Random Event marker. It is not available for use until the
1000 Game-Turn on July 1st. It is available for all Day, Dawn and
Dusk Turns (not Night Turns) thereafter. If you wish to use Random
Events, simply place the RE Marker in the Pool with the other AMs
at the beginning of each turn.
When the RE Marker is drawn, the drawing player rolls the die:
• 0–2, the Union Player rolls on the RE Table
• 3–5, the CSA Player rolls on the RE Table• 6–9, no one rolls; No Event; False Alarm.
Moreover, if the RE marker is the last marker selected in a turn,
ignore it.
The Random Events Table—and the events therein—are (we hope)
self-explanatory. If the event is inapplicable, treat as No Event.
1.0 The First Day: July 1
This scenario presents Lee with his finest opportunity to win thebattle. By midday, he outnumbers the arriving Union forces, and
(unlike Lee) the Confederate Player knows what’s going on.
1.1 MapsAll three maps are used.
1.2 Game Length /Playing TimeThis scenario starts with the July 1, 0700 turn and ends at the
conclusion of the 2000 turn of that day. It should take about two
days of gaming to complete.
1.3 BalanceThe Confederate Player is favored to win here, although he doeshave to take some difficult objectives.
1.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0700 turn
1.5 Initial DeploymentNote: Players may face their units in any direction they wish.
Initial Confederate DeploymentAll units start on the A Map, under Advance Orders (except Davis
Brigade which starts under March Orders). The CSA Player re-
ceives 2 AMs for Heth for the 0700 turn; after that, he rolls.
Hexes Units
1332 to 1634 ............. Pegram’s Artillery Reserve (Crenshaw,
Fredericksburg, Letcher, PeeDee, Purcell
batteries); Pegram, Heth (He/III)
Pegram’s Artillery Reserve begins the
game attached to Heth’s Division.
The Scenarios
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1824 .......................... 5 AL regiment (Archer’s brigade/He/III)
On Road (1627-1429):. Archer’s Brigade (He/III), minus 5 AL;
Archer
On Road (1330-1133): . Davis’ Brigade (He/III) minus the 11 Miss
regiment, Davis. All units in Extended
Column—under March Orders.
Initial Union DeploymentAll units start under Advance Orders. The USA Player receives
2 AMs for Buford for the 0700 turn; after that, he rolls.
Hexes Units
W/i 1 hex of B3424
1 counter per hex: ..... Devin’s Cavalry Brigade (minus 3WV
regiment[a]) (2/1/Cav), Devin; Mounted
W/i 1 hex of A2314: . 8 IL Cavalry (2 units) (1/1/Cav). Mounted
or Dismounted, player’s choice
A3005 ....................... A, 2US Battery (2nd Horse Arty, 1/1/Cav)
A2703 ....................... 3 IN cavalry regiment. Mounted.
W/i 1 hex of A3005 .. Gamble’s Cavalry Brigade, (minus 3 IN
and the 8 IL) (1/1/Cav); 3 WV regiment
[a] (2/1/Cav). Gamble, Buford. Mounted.
[a] The 3rd West Virginia regiment was not “combat ready.” It
starts the game stacked with Buford, with the following restrictions:
• It may not dismount.
• It may not charge.
Remember, players don’t add the Random Event chit to the AM
pool until the 1000 turn.
1.6 Reinforcements
As per the Master Reinforcement Schedules
1.7 VictoryTo win, the CSA Player must control (occupies or last to occupy)
the following hexes at the end of the 2000 game-turn:
• Gettysburg (B3821, 3827, 3818)
• Culp’s Hill (B5013 and 5014)
• Cemetary Hill (B4721 and 5020)
However, even if the CSA Player achieves his geographical objec-
tives, if he has more Divisions Ineffective [13.3] than the Union has:
• 1 more, it is a draw
• 2 more, it is a Union win, regardless of what the Confederateholds.
If the CSA fails to hold all three geographical objectives, the Union
wins, regardless of relative losses.
2.0 HERR’S RIDGE
2.1 MapsOnly A Map is used.
2.2 Game Length and Playing TimeThis is the shortest scenario in the box. It starts with the July 1, 0700
turn and ends at the conclusion of the 1000 turn (which is about
when Union I Corps would have made its presence definitively
felt). It should take a couple of hours to play.
2.3 BalanceThe Union player is slightly favored here, as it is not that easy to ge
Heth’s division rolling.
2.4 First Turn Initiative
The CSA Player automatically has the Initiative for the 0700 turn
2.5 Initial DeploymentUse the 1st Day Initial Deployment for both sides
Activations: Heth and Buford have only 2 possible Activations in
the 0700 turn, and only 3 in the 1000 turn.
2.6 ReinforcementsUse Confederate Reinforcements only, per the CSA Master Rein-
forcement Schedules. Union reinforcements are not used.
2.7 Victory
The CSA player wins if he controls (occupies or last to occupy) both2512 (Herr’s Tavern) and 3517 at the end of the 1000 game-turn
Otherwise, the Union wins.
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3.0 Little Round Top: July 2This is the key micro-battle of the entire engagement, with Lee
seeking to turn the Union flank, only to be held off by the remark-
able defense of the 20th Maine, et al.
3.1 MapsOnly the “C” map is used. In order to not have to use the other two
maps, we have “eliminated” the action at the Peach Orchard. Weconcentrate, herein, on the Wheatfield and the Round Tops. There-
fore, no units may move into or north of the 12xx row, excluding
arriving Union reinforcements, which may do so only to move
through them. Exception, Eschleman’s artillery may use the road
they start on to 1239, but must then take the trail to the southeast.
3.2 Game Length/Playing TimeThis scenario starts with the July 2, 1600 turn and ends at the end
of the July 2, 1900 turn. It should take about 6 hours to play.
3.3 BalanceThis is a very tough hoe for the rebels, mostly because the terrain
is so difficult.
3.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 1600 turn.
3.5 Initial DeploymentAll units are at full strength. Players may face their units in any
direction they wish.
All units may be given whatever Orders their Player wishes.
Note: Do not use Fatigue for this scenario.
Confederate Deployment Hex Units
3 hexes of, and west of Semmes’ and Kershaw’s brigades
a woods hex between from McLaws Division [a ]; all
1437 and 1935 batteries in Cabell’s artillery, minus 1
Richmond battery (2 units);Longstreet
3 hexes of, and west of, All units and leaders in Hood’s
a woods hex between Division, including his artillery.
2035 and 2833
Within 1 hex of 1141 All batteries of Eshleman’s artillery
(6 units + Eshleman)
[a] = McLaws, himself, is directing the Peach Orchard attack and
is not available. Because McLaws is off-map, the Confederate
player may ignore his lack of presence when determining those
brigades’ AM for the turn, as long as they are within Longstreet’
range. If not, treat as if McLaws was out of Longstreet’s range.
Union Deployment Hex Units
1327 ............................... 9 MA (1/Vol.) battery
1424 ............................... D, 1 NY (III) battery
1525 ............................... Birney (1/III), Randolph (III arty)
Within one hex of 1627 . 3/1/III
1924, 2024, 2122 2123
2124 ............................... 2/1/III
2124 ............................... 4 NY (III) battery
2624 ............................... 2 US SS regiment
3.6 Reinforcements
Union ReinforcementsTurn Hex Units
a 1015 or 1019 3/1/V; D, 5 US (V) battery
b 1015 or 1019 1/1/V and 2/1/V (minus 9 MA)
Barnes; C/F, 1 PA (1Vol.) battery
Sykes [V]
c 1015 or 1019 2/V, all infantry units; V Corps Artil
lery (minus D,5 US); Ayres, 2 Conn(2/Vol) battery (both units)
d 1006 3/V, all infantry units; Crawford
1700 1019[e] 1/II, all infantry units; Caldwell
Meade (AoP)
1840 1015 6 ME (4/ Vol.) battery
1900 1015 3/3/VI
1920 1015 2/1/XII (minus 1Md ES)
Union Reinforcement Entry.
‘a’ enters 1600 with 2 AM‘b’ enters 1600 with 1 AM
‘c’ enters 1700 with no AM limit
‘d’ enters 1700 with no AM Limit
‘e’ The 1700 1/II reinforcements enter after the ‘c’ reinforcement
if they choose the same entrance hex.
The Union Artillery Reserve batteries may be assigned to any
division or brigade the player wishes, as they enter (or at the start)
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3.7 Special RulesUnion Command Situation: Even though there is no Union corps
leader at the start of the game, all Union units are considered in
command for the duration of the scenario.
Major General Warren, USA: Use rule 14.5.
3.8 VictoryThe CSA Player must occupy hexes 2118 and 2219 (Little Round
Top) at the end of the game to win. Otherwise, the Union player wins.
4.0 The Second Day: July 2The first day of the battle had gone well for the CSA, even when
considering their failure to push the Union right from their positions
at day’s end. The second day, which loomed as a possible break-
through towards achieving Lee’s strategic goals, dawned auspi-
ciously but ended up as a big disappointment. While Longstreet
argued for more maneuvering, Lee opted for a slam-bang attack,
headed by a sweeping flanking drive by two of Longstreet’s
divisions against what appeared to be a non-existent Union left; a
classical, almost text-book turning maneuver of the era.
Well, as we know, it didn’t work, mostly because the attack didn’t
get off until late in the afternoon, allowing Meade to strengthen his
position. And when it did get going, it was more of a rolling attack,
right-to-left, than an all-out assault. Bad coordination and, perhaps,
a subconscious reluctance on Longstreet’s part, doomed the day to
failure and virtually sealed the fate of the war in the east.
You, as the Confederate gamer, will now have the chance to see
what you could do with the opportunity placed before you.This scenario, while long, is a fairly evenly matched, attack-
oriented battle, conveying much of the spirit of the game.
4.1 MapsAll three maps are used.
4.2 Game Length/Playing TimeThis scenario starts with the July 2, 0500 turn and continues until
the end of the July 2, 1900 turn. This is a long scenario, covering
about 30-40 hours of playing time.
4.3 BalanceMuch depends on what the Confederate plan is, but the Union has
position, and that gives them the edge.
4.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0500 turn
4.5 Initial Deployment
All units may be given whatever Orders their Player wishes.All units are listed by brigade, and all regiments in that brigade se
up within one hex of the hex listed. Players may face their units in
any direction they wish.
Previous Losses/Replacement LeadersCertain brigades have suffered losses from the First Day’s action
These losses are listed as “PL-#”, the number being the number of
SP’s by which the brigade must be reduced. To make things easier
simply divide the losses as evenly as possible amongst the regi-
ments present from that brigade, giving any “extras” to the bigger
units. If such “even distribution” would eliminate a unit, leave tha
unit at 1 SP and distribute the losses to other regiments, unless it is
specifically indicated that a unit has been “eliminated.”
EXAMPLE: Pettigrew’s brigade has suffered losses of 18 SP’s
This means that the 11 NC and the 26 NC will each be reduced by
5 SP each (to 7 and 12 SP’s), and the other two regiments by 4 SPs
to a strength of 7 SP.
Where a brigade has been so reduced that it is Ineffective it is noted
as “ [Brigade Ineffective] ” .
Where a leader has been replaced it is so noted. E.g., Iverson
(Repl).
Confederate Deployment
Hex Units
B3531 ...........................Lee, Longstreet (I), Hill (III)
B3413 ...........................Ewell (II)
B3305 ...........................Johnson
W/i 1 hex of B3701 ......Walker’s brigade (Johnson)
W/i 1 hex of B3703 ......Steuart’s brigade (Johnson)
W/i 1 hex of B3505 ......Williams’ brigade (Johnson)
W/i 1 hex of B3705 ...... Jones’ brigade (Johnson)
W/i 2 hexes of B3305 ... Latimer’s Artillery bn. (7 units) (Johnson)
B3413 ...........................Early; 1 Md Cavalry (part of 1/Cav)
W/i 1 hex of B3108 ...... Gordon’s brigade (Early) [PL-7SP]
W/i 1 hex of B2905 ......Smith’s brigade (Early)
W/i 1 hex of B4015 ......Avery’s brigade (Early) [PL-2SP]
W/i 1 hex of B3916 ......Hayes’ brigade (Early)
W/i 2 hexes of B3219 ... Jones’s Artillery bn. (5 units) (Early)
(Charlottesville battery minus 1 gun);
B3725 ...........................Rodes
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W/i 1 hex of B3921 ......Doles’ brigade (Rodes) [PL-4SP]
W/i 1 hex of B3924 ...... Iverson’s brigade (Rodes) [PL-15 SP];
Iverson (Repl) [Brigade Ineffective]
W/i 1 hex of B3927 ...... Ramseur’s brigade (Rodes) [PL-3SP]
W/i 1 hex of B3328 ...... O’Neal’s brigade (Rodes) [PL-10SP];
O’Neal (Repl)
W/i 1 hex of B3530 ...... Daniel’s brigade (Rodes) [PL-13SP]
W/i 2 hexes of B3021 ... Carter’s Artillery bn. (6 units).
W/i 1 hex of B2415 ...... Jenkins’ 4th Cavalry brigade.
B4333 ...........................Pender
W/i 1 hex of B4433 ......Lane’s brigade (Pender) [PL-1SP]
W/i 1 hex of A4802 ......Thomas’ brigade (Pender)
W/i 1 hex of A4403 ...... Perrin’s brigade (Pender) [PL-12SP]
W/i 1 hex of A4804 ...... Scales’ brigade (Pender) [PL-5SP];
Scales (Repl)
W/i 2 hexes of B4333 ... Poague’s Artillery bn. (9 units) (Pender)
A2808 ...........................R. Anderson
W/i 1 hex of A2909 ...... Wilcox’s brigade (Anderson)
W/i 1 hex of A2811 ......Lang’s brigade (Anderson)
W/i 1 hex of A2613 ...... Wright’s brigade (Anderson)
W/i 1 hex of A2610 ......Posey’s brigade (Anderson)
W/i 1 hex of A2410 ...... Mahone’s brigade (Anderson)
W/i 2 hexes A2810 ....... Lane’s Artillery bn. (8 units) (Anderson)
A3415 ...........................Pettigrew (as Division Commander,
replacing Heth)
W/i 1 hex of A3014 ...... Davis’ brigade (Heth) [PL-15SP]
W/i 1 hex of A3214 ......Brockenbrough’s brigade (Heth) [PL-2SP]
W/i 1 hex of A3315 ...... Pettigrew’s brigade (Heth) [PL-18SP];
Pettigrew (Repl)
W/i 1 hex of A3515 ...... Archer’s brigade (Heth) [PL-3SP];
Archer (Repl)
W/i 2 hexes of B3732 ... Garnett’s Artillery bn. (9 units) (Heth)
W/i 2 hexes of B4331 ... McIntosh’s Artillery bn. (6 units) (III/
Res) [2 Rockbridge minus 1 gun];
W/i 2 hexes of B4131 ... Pegram’s Artillery bn. (8 units) (III/
Res) [Pee Dee minus 1 gun]
W/i 2 hexes of B3125 ... Nelson’s Artillery bn. (6 units) (II/Res)
W/i 2 hexes of B3633 ... Dance’s Artillery bn. (6 units) (II/Res);
Union Deployment Hex Units
B5521 ...........................Meade, Hunt
B5314 ...........................Wadsworth (1/I)
W/i 1 hex of B5015 ...... 1/1/I [PL-23SP] [a] Meredith (Repl)
W/i 1 hex of B5013 ...... 2/1/I [PL-20SP]
B5319 ...........................Robinson (2/I)
W/i 1 hex of B5220 ...... 1/2/I [PL-19SP] [b] Paul (Repl)
W/i 1 hex of B5419 ...... 2/2/I [PL-14SP]
B5422 ...........................Doubleday (I Corps Repl)[c], Rowley
(3/I Repl) Division Ineffective
W/i 1 hex of B5523 ...... 1/3/I [PL-17 SP]; Rowley (Repl) Brigade Ineffective
W/i 1 hex of B5322 ...... 2/3/I [PL-18 SP] Brigade Ineffective;
Stone (Repl)
W/i 1 hex of B5825 ...... 3/3/I;
I Corps Artillery:
B5221 ........................ 2 ME battery (minus 3 guns)
B5116 ........................ 5 ME battery
B5019 ........................ E-L/1 NY battery (minus 1 gun);
Wainwright
B4919 ........................ B/1 PA battery (minus 1 gun)
B4921 ........................ B/4 US battery (minus 2 guns)
B6719 ...........................Sickles (III)
W/i 1 hex of B6719 ...... 1 US SS and 2 US SS regiments
B6820 ...........................Birney (1/III)
W/i 1 hex of B7020 ...... 1/1/III
W/i 1 hex of C1214 ...... 2/1/III
B6620 ...........................Humphreys (2/III)
W/i 1 hex of B6221 ...... 1/2/III
W/i 1 hex of B6520 ...... 2/2/III
W/1 2 hexes B6720 ......Randolph; III Corps Artillery (minusD/1NY and 4 NY batteries)
B5020 ...........................Howard (XI); v.Gilsa (Barlow’s Repl
as 1/XI Division Commander), v.
Steinwehr (2/XI), Schurz (3/XI)
W/i 1 hex of B4719 ...... 1/1/XI [PL-5 SP]; v. Gilsa (Repl)
W/i 1 hex of B4519 ...... 2/1/XI (25 Ohio is eliminated); [PL-
15SP] Brigade Ineffective
W/i 1 hex of B5222 ...... 1/2/XI (154 NY is eliminated); [PL-
12SP] Brigade Ineffective
W/i 1 hex of B4922 ...... 2/2/XI
W/i 1 hex of B4920 ...... 1/3/XI [PL-15SP] Schimmelfennig (Repl)
W/i 1 hex of B4621 ...... 2/3/XI [PL-14SP]
XI Corps Artillery:
B5021 ........................ 13 NY (minus 1 gun)
B4620 ........................ I/1 NY (minus 1 gun)
B4821 ........................ I/1 Ohio; Osborn
B5715 ........................ K/1 Ohio (minus 2 guns)
B4920 ........................ G/4US
B6511 ...........................Slocum (XII)
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B6704 ...........................Williams (1/XII)
W/i 1 hex of B6704 ......1/1/XII (minus 3 Md)
W/i 1 hex of B6501 ......3/1/XII
C1717 ...........................Geary (2/XII)
W/i 1 hex of C2118 ......1/2/XII
W/i 1 hex of C1717 ......2/2/XII
W/i 1 hex of C1617 ......3/2/XII
W/i 2 hexes of B6410 ....... XII Corps artillery; Muhlenberg
C1432 ...........................Buford (1/Cav); A/2 US battery
W/i 1 hex of C1332 ......1/1/Cav (Mtd) [PL-1SP]
W/i 1 hex of C1329 ......2/1/Cav (Mounted)
[a] = The Iron Brigade, 1/1/I, is Ineffective. Give the 24 MI 6 SP
losses and distribute the rest of the SP losses so that all regiments
are collapsed.
[b] = The 1/2/I is Ineffective. Give the 94 NY 5 SP losses and
distribute the rest of the SP losses so that all regiments are collapsed.
[c] = Historically, Newton took command of I Corps and Doubleday
retained control of his 3rd Division.
Breastworks(21) are in the following hexes on the “B” map (only),
faced in any direction the Union player wishes:
5122, 5022, 4921, 4821, 4720, 4820, 4919, 5019
4521, 4520, 4620, 4719, 4819, 4918, 5113, 5114
5115, 5116, 5014, 5013**
** Place two breastworks in this hex to cover all four sides of the
“angle”.
Breastworks may be built per normal rules.
4.6 ReinforcementsUnits arrive as per the Master Reinforcement Schedule
4.7 VictoryPlayers gain victory points by capturing objectives. Hexes must be
occupied at end of the game; if an objective has more than one hex,
all listed hexes must be occupied.
Objective Union CSA
Culp’s Hill: (B5013 and 5014) 3 4
Cemetary Hill (B4720, 5020 and 5323) 5 7
Hexes B6920, B7021, and C1115 1 ea 1 ea Little Round Top (C2118 and 2219) 4 6
Enemy Brigade Ineffective ** 1 1
** This includes those already Ineffective at the start of the
scenario.
The Player with the most points wins; the bigger the margin, the
bigger the win.
5.0 The Third Day, July 3Personally, we feel the battle was lost on the second day. By the 3rd
the Union army was dug-in in positions from which it would have
been difficult for Lee to drive them out, even had Lee had more men
which he didn’t. Even worse, he had fewer guns and a dwindling
supply of ammunition.
Still, there are many of you who want to see if it can be done, so, for
those of you seeking to get Field Command at the Somme, Verdun
Ypres, and a whole host of similarly bad places, we give you this
rather depressing exercise in mass slaughter.
5.1 MapsAll three maps are used.
5.2 Game Length/Playing TimeThis scenario starts with the July 3, 1300 turn and continues unti
the conclusion of the July 3, 1900 game-turn. Although it’s only
some 7 turns in length, given the sheer number of counters, this
scenario should take about 25 hours to complete.
5.3 BalanceHeavily favors the Union. However, both armies are pretty beat up
with many brigades quite near Ineffectiveness. This could be a
factor in victory.
5.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 1300 turn
5.5 Initial DeploymentAll units may be given whatever Orders their Player wishes.
All units are listed by brigade. As most of the deployments are ofthe “within one hex” type, we start the scenario a little before the
actual attack took place to allow you to do some last minute
maneuvering into place. Players may face their units in any direc-
tion they wish.
Previous Losses/Replacement Leaders
Certain brigades have suffered losses from the previous two days
action. These losses are listed as “PL-#”, the number being the
number of SP’s by which the brigade must be reduced. To make
things easier, simply divide the losses as evenly as possible amongs
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the regiments present from that brigade, giving any “extras” to the
bigger units. If such “even distribution” would eliminate a unit,
leave that unit at 1 SP and distribute the losses to other regiments,
unless it is specifically indicated that a unit has been “eliminated”.
EXAMPLE: Pettigrew’s brigade has suffered losses of 18 SP’s.
This means that the 11 NC and the 26 NC will each be reduced by
5 SP each (to 7 and 12 SP’s), and the other two regiments by 4 Sps,
to a strength of 7 SP.
Where a brigade has been so reduced that it is Ineffective it is noted
as “[Brigade Ineffective]”.
Where a leader has been replaced it is so noted. E.g., Iverson (Repl).
Confederate DeploymentCSA Artillery
Hex Units
C3034 ....................... Rowan’s battery (3 units) (Henry/Hood)
[minus 1 TB gun]
C2934 ....................... German Battery (1 unit) (Henry/Hood)
C1438 ....................... Palmetto Battery (2 units) (Henry/Hood)
C1329 ....................... Branch battery (3 units) (Henry/Hood)
[minus 1 N gun]
C3036 ....................... Hart’s Horse Artillery (Beckham/Cav)
C1229 ....................... Madison’s and Brook’s [minus 1 gun]
batteries (2 units) (Alex/I Corps Res)
C1128 ....................... Bedford battery (1 unit); Parker’s battery
(2 units) (Alex/I Corps Res)
C1029/B7034 ............ Taylor battery (1 unit) (Alex/I Corps Res)
B6933 ....................... 3rd Wash LA battery (1 unit) (Eshleman/ I
Corps Res)
B6331 ....................... 1st Wash LA battery (1 unit), 2nd Wash
LA battery (2 units) (Eshleman/1 Corps
Res)
A6807 ....................... Sumter B battery (2 units) (Lane/Ander-
son)
A5101 ....................... Sumter A battery (4 units) and Sumter C
battery (2 units) (Lane/Anderson)
B6532 ....................... Fayette (2 units) and Fauqier (2 units)
batteries (Dearing/Pickett)
B6432 ....................... Lynchburg (1 unit) and Hampton (3 units)
batteries (Dearing/Pickett)
A5806 ....................... Huger (3 units) and Norfolk (2 units)
batteries (Garnett/Heth)
A4704 ....................... Donaldsville (2 units) and Lewis (2 units)
batteriers (Garnett/Heth)
B6834 ....................... 4th Wash LA battery (2 units) (Eshleman/
1 Corps Res); Ellis’s battery (2 units)
(Cabell/McLaws)
A6701 ....................... Pulaski battery (2 units), 1st Richmond
Howitzers (2 units) (Cabell/McLaws)
B5834 ....................... Ashland battery (2 units, Alexander/1
Corps Res); Troup battery (2 units,
Cabell/McLaws)
B5733 ....................... Madison battery (2 units) (Poague/Pender)
A5404 ....................... Charlotte (2 units) and Brooke (2 units)
batteries (Poague/Pender)
A5202 ....................... Albemarle battery (3 units) (Poague/ Pender)
B5133 ....................... Fredericksburg battery (2 units) (Pegram/
III Corps Res)
B5033 ....................... Crenshaw battery (2 units) (Pegram/ III
Corps Res)
B4932 ....................... Pee Dee battery (1 unit) (Pegram/ III
Corps Res) [minus 1 gun]
B4832 ....................... Purcell battery (1 unit) (Pegram/ III Corps
Res)
B4732 ....................... Letcher battery (2 units) (Pegram/ IIICorps Res)
B4632 ....................... 2nd and 3rd Richmond Howitzers (1 unit
each) (Dance/II Corps Res)
B4531 ....................... Salem battery (2 units) (Dance/II Corps
Res)
B4031 ....................... Powhatan battery (1 unit) (Dance/II Corps
Res)
B3806 ....................... 1 Rockbridge battery (1 unit) (Dance/II
Corps Res)
B4432 ....................... Danville battery (1 unit) (McIntosh/III
Corps Res)
B4331 ....................... 2nd Rockbridge battery (1 unit) (McIn-
tosh/III Corps Res) [minus 1 gun]
B4232 ....................... Hardaway battery, Section ‘a’ (1 unit)
(McIntosh/III Corps Res)
B2129 ....................... Hardaway battery, Section ‘b’ (1 unit)
(McIntosh/III Corps Res)
B4131 ....................... Johnson’s battery (2 units) (McIntosh/III
Corps Res)
B3431 ....................... Jeff Davis battery (1 unit), Orange battery
(2 units) (Carter/Rodes)B3231 ....................... King William battery (2 units) (Carter/
Rodes)
B2924 ....................... Morris battery (1 unit) (Carter/Rodes)
B3221 ....................... Staunton battery (1 unit); Charlottesville
battery (1 unit) [minus 1 gun] (Jones/
Early)
B3220 ....................... LA Guard battery (2 units), Courtney
battery (1 unit) (Jones/Early)
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B4307 ....................... Fulvanna (2 units) and Amherst (2 units)
batteries (Nelson/II Corps Res)
B4407 ....................... Milledge battery (2 units) (Nelson/II
Corps Res)
B4708 ....................... 1st MD battery (1 unit) (Latimer/Johnson)
B4707 ....................... Alleghany battery (2 units) (Latimer/
Johnson)
B4706 ....................... Chesapeake battery (1 unit), Lee battery(3 units) (Latimer/Johnson)
ARTILLERY COMMANDERS: CSA Artillery commanders must
be set up with any unit of their command.
CSA Infantry
B3432 ....................... Lee (ANV)
A6503 ....................... Longstreet (I)
C2526 ....................... Law (As Hd/I Division Commander
Replacing Hood)
W/i 1 hex of C3134 .. G. Anderson’s brigade [PL-14SP]
W/i 1 hex of C2734 .. Law’s brigade [PL-9SP] (Law’s Repl)
W/i 1 hex of C2634 .. Robertson’s brigade [PL-10SP]
W/i 1 hex of C2225 .. Benning’s brigade [PL-9SP]
C1530 ....................... McLaws (Mc/I)
W/i 1 hex of C1926 .. Semmes’ brigade [PL-7SP] (Semmes’
Repl)
W/i 1 hex of C1331 .. Kershaw’s brigade [PL-12SP]
W/i 1 hex of C1031 .. Wofford’s brigade [PL-6SP]
W/i 2 hexes C1025 ... Barksdale’s brigade [PL-13SP]
(Barksdale’s Repl)
A5805 ....................... R. Anderson (An/III)
W/i 1 hex of A6202 .. Wilcox’s brigade [PL-12SP]
W/i 1 hex of A6003 .. Lang’s brigade [PL-5 SP]
W/i 1 hex of A5806 .. Wright’s brigade [PL-14SP]
W/i 1 hex of A5004 .. Posey’s brigade
W/i 1 hex of A4602 .. Mahone’s brigade
A6206 ....................... Pickett (Pk/I)
W/i 1 hex of A6204 .. Kemper’s brigade
W/i 1 hex of A5904 .. Armistead’s brigade
W/i 1 hex of A5903 .. Garnett’s brigade
A5205 ....................... Hill (III), Pettigrew (He/III) (Division
commander Replacing Heth)
W/i 1 hex of A5705 .. Archer’s brigade [PL-3SP] (Archer’s
Repl)
W/1 1 hex of A5303 . Pettigrew’s brigade [PL-18SP]
(Pettgrew’s Repl)
W/i 1 hex of A5103 .. Davis’ brigade [PL-15SP]
W/i 1 hex of A4902 .. Brockenbrough’s brigade [PL-2SP]
A5204 ....................... Perrin (Pn/III) (Division Commander
Replacing Pender)
W/i 1 hex of A5607 .. Scales’ brigade [PL-5SP] (Scales’ Repl)
W/i 1 hex of A5305 .. Lane’s brigade [PL-1SP]
B5128, 5129,
5028,5029 ................. Thomas’ brigade
B4927, 4928, 4827,
4828, 4727 ................ Perrin’s brigade [PL-12SP]
B3826 ....................... Rodes (Rd/II)
B4726, 4626, 4627 ... Ramseur’s brigade [PL-3SP]
B4525, 4526 ............. Iverson’s brigade [PL-15 SP]; Iverson
(Repl) [Brigade Ineffective]
B4425, 4426,
4324, 4325 ................ Doles’ brigade [PL-4SP]
W/i 1 hex of B5210 .. O’Neal’s brigade [PL-13SP] (O’Neal
Repl)
W/i 1 hex of B5209 .. Daniel’s brigade [PL-20SP; the 2 NC Bn
has been eliminated and is not included in
the PL#)
B3413 ....................... Ewell (II); 1 MD Bn Cav (I/Cav)
B3717 ....................... Early (Ea/II)
W/i 1 hex of B4023 .. Hays’ brigade [PL-5SP]
W/i 1 hex of B4020 .. Avery’s brigade [PL-8SP] (Avery Repl)
W/i 1 hex of B4017 .. Gordon’s Brigade [PL-8SP]
W/i 1 hex of B5609 .. Smith’s brigade [PL-1SP]
B4909 ....................... Johnson (Jn/II)
W/i 1 hex of B4712 .. Walker’s brigade [PL-5SP]
W/i 1 hex of B4910 .. Jones’ brigade [PL-10SP]
W/i 1 hex of B5009 .. Williams’ brigade [PL-9SP]
W/i 1 hex of B5410 .. Steuart’s brigade [PL-14SP]
C2837 ....................... 1 SC Cavalry (2/Cav)
CSA CAVALRY: See note at end of this scenario.
Union DeploymentUnion Artillery
Hex Units
B4920 ....................... B/4US battery [minus 2 guns] (Wain-
wright/I)
B4819 ....................... E-L/1 NY battery [minus 2 guns] (Wain-
wright/I)
B5116 ....................... 5 ME battery (Wainwright/I)
B5219 ....................... Wainwright
B5924 ....................... B/1 NY battery (Hazard/II)
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B5824 ....................... B/1 RI battery [minus 2 guns] (Hazard/II)
B5624 ....................... A, 4 US battery (Hazard/II)
B5523 ....................... A, 1 RI battery (Hazard/II)
B5324 ....................... I, 1 US battery (Hazard/II)
W/i 1 hex of B5720 .. Hazard
W/i 2 hexes B6917 ... All batteries of Randolph/III [4 NY is
minus 3 guns]; 2 ME battery [minus 4guns], (Wainwright/I); B/1PA battery
[minus 2 guns] (Wainwright/I); Randolph
C3415 ....................... C/1 NY battery (2 units) (Martin/V)
C3218 ....................... C/3 MA battery (2 units) (Martin/V)
C2118 ....................... D/5 US battery (Martin/V)
C1717 ....................... L/1 Ohio battery (Martin/V)
W/i 1 hex of C2816 .. Martin
The I/5US (Martin/V) battery has been eliminated
W/i 2 hexes C1714 ... All batteries of Tompkin/VI Artillery
brigade, except 1 NY battery (7 unitstotal); Tompkin
B6024 ....................... 1 NY battery (Tompkin/VI)
B5021 ....................... G/4US battery (Osborn/XI)
B4720 ....................... I/1 Ohio Battery (Osborn/XI)
B4620 ....................... 13 NY battery [minus 1 gun] (Osborn/XI)
B5318 ....................... I/1 NY battery [minus 2 guns] (Osborn/XI)
B5518 ....................... K/1 Ohio battery [minus 2 guns] (Osborn/
XI)
B5317 ....................... Osborn
B5618 ....................... F/4US battery (Muhlenberg/XII)
B5717 ....................... K/5US battery (Muhlenberg/XII)
B6312 ....................... E/PA battery (Muhlenberg/XII)
B6308 ....................... M/1 NY battery (Muhlenberg/XII)
B5718 ....................... Muhlenberg
ARTILLERY RESERVE
B6123 ....................... C/4 US battery (Ransom/1 Reg)
B5121 ....................... H/1 US battery (Ransom/1 Reg)
W/1 1 hex of above ... Ransom
B6523 ....................... 15 NY battery (McGilvery/1 Vol)
B6424 ....................... 5 MA battery (McGilvery/1 Vol);
McGilvery
B6323 ....................... C-F PA battery [minus 1 gun]
(McGilvery/1 Vol)
B6723 ....................... 2 CT battery (2 units) (Taft/2 Vol); Taft
B5120 ....................... 5 NY battery (Taft/2 Vol)
B5221 ....................... C/WV battery (Huntington/3 Vol);
Huntington
B4720 ....................... F-G/1 PA battery [minus 1 gun] (Hunting-
ton/3 Vol)
B5220 ....................... H/1 Ohio battery (Huntington/3 Vol)
B5319 ....................... 1 NH battery (Huntington/3 Vol)
B6923 ....................... G/1 NY battery (Fitzhugh/4 Vol)
B6823 ....................... 6 ME battery (Fitzhugh/4 Vol)
B6411 ....................... 1 MD battery (Fitzhugh/4 Vol)
W/i 1 hex of B6815 ...... F-K, 3 US and C/5 US batteries (Ran-
som/ 1 Reg); 9 MA battery (Mc-Gilvery/
1 Vol); 1 NJ and K/1 NY batteries
(Fitzhugh/4 Vol); Fitzhugh
HORSE ARTILLERY:
B6624 ....................... H/3 PA Horse Artillery (Tidball /2 Cav)
W/i 1 hex of B6815 .. 6 NY and B-L/2 US Horse artillery
(Robertson’s 1/Cav brigade)
Union Infantry
B5521 ....................... Meade, Hunt
B5621 ....................... Doubleday (I) [c]
W/i 2 hexes B5115 ... 1/1/I [PL-23SP] [a], (Meredith Repl); 2/
1/I [PL-20SP]; Wadsworth (1/I)
B5422 ....................... Robinson (2/I)
W/i 1 hex of B5321 .. 1/2/I [PL-19SP] [b], (Paul Repl)
W/i 1 hex of B5420 .. 2/2/I [PL-14SP]
W/i 1 hex of B5923 .. Rowley (3/I); Rowley (Repl) 1/3/I [PL-17
SP] Brigade Ineffective; 2/3/I [PL-18 SP] Brigade Ineffective; Stone (Repl); 3/3/I;
3/I is Division Ineffective
B5721 ....................... Hancock (II)
W/i 2 hexes B6522 ... Caldwell (1/II); 1/1/II [PL-6SP] (Cross
Repl); 2/1/II [PL-3SP]; 3/1/II [PL-8SP]
[d] (Zook Repl); 4/1/II [PL-7SP]
W/i 2 hexes B5723 ... Gibbon (2/II); 1/2/II [PL-10 SP]; 2/2/II;
3/2/II
W/i 1 hex of B5422 .. Hays (3/II); 3/3/II [PL-13SP] (Willard
Repl)
W/i 1 hex of B4819 .. 1/3/II [PL-2SP]
W/i 1 hex of B5424 .. 2/3/II
B6919 ....................... Birney (III) (Corps Repl for Sickles),
Ward (1/III) (Div Repl for Birney)
W/i 1 hex of B6821 .. 1/1/III [PL-13SP] (Graham Repl)
W/i 1 hex of B6920 .. 2/1/III [PL-14SP] (Ward Repl)
W/i 1 hex of C1115 .. 3/1/III [PL-9SP]
C1213 ....................... Humphreys (2/III)
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W/i 2 hexes C1314 ... 1/2/III [PL-16SP]; 2/2/III [PL-15SP]; 3/2/
III [PL-9SP]
W/i 1 hex of B6922 .. 1 US SS and 2 US SS [PL-1SP]
C1816 ....................... Sykes (V)
C1416 ....................... Barnes (1/V)
W/i 1 hex of C2518 .. 1/1/V [PL-2SP]
W/i 1 hex of C1417 .. 2/1/V [PL- 7SP]W/i 1 hex of C1415 .. 3/1/V [PL-8SP] (Vincent Repl)
C1817 ....................... Ayers (2/V)
W/i 1 hex of C1916 .. 1/2/V [PL-7SP]
W/i 1 hex of C1918 .. 2/2/V [PL-8SP]
W/i 1 hex of C2219 .. 3/2/V [PL-3SP] (Weed Repl)
C1718 ....................... Crawford (3/V)
W/i 1 hex of C1521 .. 1/3/V [PL-4SP]
W/i 1 hex of C2720 .. 3/3/V
C2313 ....................... Sedgwick (VI)
C1515 ....................... Wright (1/VI)
W/i 1 hex of C1217 .. 1/1/VI
W/i 1 hex of C1719 .. 2/1/VI
W/i 1 hex of C3215 .. 3/1/VI
C2516 ....................... Howe (2/VI)
W/i 1 hex of C3116 .. 2/2/VI
W/i 1 hex of B6405 .. 3/2/VI
C1716 ....................... Newton (3/VI)
W/i 1 hex of B5216 .. 1/3/VI [PL-1SP]
W/i 1 hex of C1717 .. 2/3/VI
W/i 1 hex of C1419 .. 3/3/VI
W/i 1 hex of B4620, . Howard (XI), v. Gilsa (1/XI, Div Repl
for Barlow);
4720, 4821, 4921, ..... v. Steinwehr (2/XI), Schurz (3/XI) [e]
5022, 5122 ................ 1/1/XI [PL-10SP] (v. Gilsa Repl); 2/1/XI
(25 Ohio is eliminated; rest PL-15SP]
Brigade Ineffect ive; 1/2/XI (154 NY is
eliminated; rest PL-15SP] Brigade
Ineffective; 2/2/XI [PL-1SP]; 1/3/XI [PL-15SP] (Schimmelfennig Repl); 2/3/XI
[PL-15SP]
B6511 ....................... Slocum (XII) [f]
W/i 2 hexes B5214 ... Williams (1/XII), Geary (2/XII); 1/1/XII
[PL-2SP], 2/1/XII [PL-3SP]; 1/2/XII [PL-
1SP], 2/2/XII [PL-1SP], 3/2/XII [PL-6SP]
W/i 1 hex of B5810 .. 3/1/XII [PL-5SP]
[a] = The Iron Brigade, 1/1/I, is Brigade Ineffective. Give the 24 MI
6 SP losses and distribute the rest of the SP losses so that all
regiments are collapsed.
[b] = The 1/2/I is Brigade Ineffective. Give the 94 NY 5 SP losses
and distribute the rest of the SP losses so that all regiments are
collapsed.
[c] = See 12.7 Design Note in Scenario Booklet.
[d] = Remove 4 SP from the 140 Pa; the rest from the others.
[e] = XI Corps is about 2 bullets away from becoming totally
ineffective.
[f] = Yes, he’s a bit out of position.
CavalryAny Cavalry units that are not already on the map do not appear
except as given in the Reinforcements, below.
BreastworksThe Union Player may place all of his 45 breastworks counters in
any infantry-occupied hex(es), within the parameters of the rules
for such. He may not build any more.
5.6 ReinforcementsOnly the Union receives reinforcements, as below.
Staging
GT Area Units
1320 11 Kilpatrick [3Cav]; Farnsworth and
1/3/Cav brigade; E/4 US Horse Artillery
1340 12 Merritt and 3/1/Cav brigade; K/1 US Horse
Artillery
5.7 Victory
Players amass points by attaining objectives. Hexes must be occu-pied at end of the game; if an objective has more than one hex, al
listed objectives must be occupied.
Objective Union CSA
Culp’s Hill: (B5013 and 5014) 3 4
Cemetary Hill (B4720, 5020 and 5323) 5 7
Hexes B6920, C1016 and 1115 1 ea 1 ea
Little Round Top (C2118 and 2219) 4 6
Enemy Brigade Ineffective ** 1 1
** This includes those already Ineffective at the start of the
scenario.
The Player with the most points wins; the bigger the margin, the
bigger the win.
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6.0 The Battle of GettysburgThis is the entire battle, and it is a long one. It is best played by teams
of 3 or 4 players who are willing to set aside about a “month of
Sundays,” at least. That is not to say it cannot be played by less, or
even solitaire (which it most assuredly can). The more the merrier,
though, players dividing up the commands as they wish.
6.1 Maps
All three maps are used.
6.2 Game Length/Playing TimeThis scenario starts with the July 1, 0700 turn and continues until
one player achieves victory. It does not end after any specific turn.
This is, therefore, an open-ended game that can end at any time. As
such, we estimate that it takes, roughly , 75+ hours, possibly far
more.
6.3 BalanceIronically, although Gettysburg was a major Union victory, the
Confederate Player is favored to win here. Why? Because you, as
player, can see what is happening and what you have to do, always
an advantage for the attacker. And that “visual, god-like” advantage
is enough to favor Bobby Lee.
6.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0700 turn.
6.5 Initial DeploymentUse the same initial deployments as for the First Day Scenario [2.5].
6.6 ReinforcementsUse the Master Reinforcement Schedule.
6.7 VictoryBoth Players can achieve victory as soon as they satisfy either thei
Geographic Objectives or their Manpower objectives. A player
does not have to do both; only one.
The game ends at the conclusion of any single turn in which one
player achieves either his Geographic or his Manpower objectives
Confederate Geographic Objectives (He must satisfy all of the
following):
• Culp’s Hill (B5013 and 5014)
• Cemetary Hill (B4720, 5020 and 5323)
• Hexes B6920, C1016 and 1115
• Little Round Top (C2118 and 2219)
• Hex C4645 [a]
a = The CSA may occupy this hex anytime after the 1400 turn on
July 3.
Confederate Manpower Objectives: The Union Player must have
at least 12 Divisions that are Ineffective. A cavalry brigade counts
as a division!
Union Geographic Objectives. These apply only starting with th
0500 turn of July 2. (He must satisfy all of the following):
• Gettysburg (B3821, B3827, B3818)
• There are no In Command infantry or cavalry CSA units on o
east of the Emmitsburg Road, B4721 to C4645
Union Manpower Objectives: The CSA Player must have at leas
6 Divisions that are Ineffective. A cavalry brigade counts as a
division!
If both players achieve an objective at the end of a turn, the battle
is over and is considered a Draw.
A player may always concede victory, in effect, withdrawing his
army.
GAME DESIGN: Richard H. Berg
DEVELOPER: John Alsen
ART DIRECTOR: Rodger MacGowan
PACKAGE DESIGN & COUNTERS: Rodger MacGowan
MAP RESEARCH: Rick Barber
3rd EDITION MAP ARTWORK: Mark Simonitch
RULES LAYOUT: Mark Simonitch
PRODUCTION COORDINATION: Tony Curtis
PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis
and Mark Simonitch
PROOF READERS: Steve Carey and Gene Billingsley
THREE DAYS OF
GETTYSBURG CREDITS
The situation on the evening of July 2nd.
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The letters MOMTO means: May Occur More Than Once (during thegame). Otherwise, each event may occur only once.
A Brigade Depression. The last activated brigade is finished for theTurn. MOMTO
B Brigade Enthusiasm. The player may immediately activate any onebrigade, regardless of its Efficiency status. This does not count as useof an AM, although it will count for Fatigue. MOMTO
C Flashman at High Tide. Colonel Harry Flashman, detached by theBritish Army for duty in the US by Queen Victoria as HRM’s officialobserver to the ACW, is now yours to use at any time, as soon, or aslate, as you wish. Place the Flashman counter with any leader orcommander. To use, roll the die and apply the result. Flashman may beused only once per turn. MOMTO (unless #9 is rolled).
0-2 Place Flashy at the head of any one regiment of your choice thatis going to engage in a Shock Attack. When resolving the shock,roll the die for Flashy: odd, he panics (as usual), causing you tosubtract two (–2) from that Shock DR; even, despite his bestefforts, he leads the charge: add two (+2) to the Shock DR.
3-5 Based on Sir Harry’s observations while in disguise with theenemy, you may look at all enemy AM remaining in The Pool.
6–8 Flashman has been captured by the enemy. The opposing playermay now use him.
9 Flashy is caught in flagrante delicto in a neighboring farmhousewith the daughter of the owner. He is placed in local lockup andis out of the game forever.
HISTORICAL NOTE: The papers of Sir Harry Flashman, VC, discov-
ered some 25 years ago, indicate that he served on both sides duringthe war, although in what capacities has not yet been revealed.
DESIGN NOTE: Harry Flashman is, of course, the marvelous inven-tion of George MacDonald Fraser (and, to be sure, Thomas Hughes.)
If you haven’t read any of the Flashman books, you are missing quitea bit. If you don’t like this type of fantasy, treat as no event.
D Reinforcements Delayed.The player rolling this must delay any of hisreinforcements scheduled to enter this turn, that have not yet done so,to the next turn. MOMTO
E Sniper Fire. The player may designate any one enemy leader withinfour hexes and LOS of any of his infantry units as a target of Sniper Fire.Roll the die. If the DR is odd that leader has been hit and killed.MOMTO
F Shortened Turn. Randomly and blindly remove two AM from ThePool. They’re not used this turn. MOMTO
G Reinforcement Entry Changed.The Player may, if he wishes, changethe Entrance Hex of any one group scheduled to arrive, this turn or thenext, one Entrance Area lower or higher (by number). He does not haveto reveal this until the units actually arrive. MOMTO
H Imboden. If rolled by the CSA Player, the units in Imboden’s Cavalrybrigade are available to enter, next turn, through either SA #1 or #2. Ifrolled by the Union, treat as No Event.
I Lousy Caissons. The player rolling this loses one gun from the nexartillery battery he moves; its caissons have rotted and collapsedMOMTO
J Exploding Gun Barrel Kills Crew. The next time the player rollingthis fires one of his batteries, the opposing player rolls the die. If the DRis even: subtract two (–2) from the fire resolution DR and Eliminate onegun. It has exploded. MOMTO
K The Left Hand of God. The opposing player may move any (yours ohis) two individual combat units that are not in March Mode up to threehexes. This is not a Fatigue Action, and is not considered use of an AMMOMTO
L Mo’ Better Booze. The player rolling this designates any one of his Urated brigadiers (if he has any of the map) as Drunk. For the remaindeof the “day” (until the next day’s first day turn) that brigadier has:
• An Orders Rating of –2, A Command Range of 2, and a MovemenAllowance of 3.
• If he starts an activation adjacent to his Corps or Overall Commander while drunk, the player may cashier the drunkard and bringhis Replacement in, as if he were killed. MOMTO
M Thunderstorm. Didn’t happen historically, at least not during thebattle, but it could have (given the weather). Roll the die; halve theresult, rounding down (with a minimum result of ‘1’). It rains for thanumber of turns, including this one. The heavy rain has the followingeffects during the storm: Halve all unit’s MA’s (rounding down), Alactivations over one earn Fatigue, Subtract three (–3) from all FireTable die rolls. Add two (+2) to all Rally DRs. No Fatigue RecoveryAllowed.
N Panic. The player designates any one unit within three hexes of any ohis (rolling player’s) combat units and rolls the die. If the DR is higherthan the target unit’s Cohesion, that unit has Routed. MOMTO
O Free Rally. The player may immediately, and automatically, returnany one Routed unit to play, placing it as per 13.52. MOMTO
P Our Hero! Take the “Hero” marker. At any time during the game thayou need, or want, to influence any dieroll (UDD) that requires usinga unit’s Cohesion Rating, you may play the Hero marker and adjust thaDR two (2) in your favor. Once played, remove the Hero. More than oneHero marker may be in use, but only one per DR. MOMTO
Q Skiddadle Time. The player designates any one cavalry brigade thadoes not have any combat units within two hexes of any enemy combaunit as being assigned to scouting and rearguard duties. That brigade iremoved from play for the remainder of the game. Exception: Buford’sdivisions may not be chosen until July 2.
R Hill Ill. It appears that A.P. Hill suffered from some form of illnesswhich often debilitated him at the most inopportune moments. If thisevent occurs, and Hill is not yet on the map, roll the die. If odd, his entryis delayed by one turn; if even it is delayed by two turns. If Hill is onthe map, flip him to his Replacement (R. Anderson) side, He recoversafter 3 turns (including this one).
S Lee Hors de Combat. Theories abound concerning Lee’s “less thantypical” performance at Gettysburg. Some say a variety of illnessesdisabled him, at least to the extent that they dismantled his focus. Thisevent covers that: you add your “disease” of choice. If/when this evenoccurs: Lee’s Initiative Rating drops to 0, and the CSA Player may noeffect Efficiency Transfer. These restrictions apply for the two turnsfollowing this one MOMTO
Random Events Table* First Die Roll
0–1 2-4 5-7 8-9
0 B A A A
1 C B C C
2 E C D D
3 F D E F4 G E J J
5 H F K K
6 I G M L
7 K H N N
8 P I O Q
9 S K Q R
* The player rolling for the event rolls dice. The first gives you the column
and the second gives you the row. Cross index the rolls to find a lettered
result, and refer to the Explanation of Random Events below.
S e c o n d D i e R o l l